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2015/08/12 11:56:41
Subject: [The Roots of Magic] - upcoming fantasy skirmish game
I'd like to introduce a game that I have been working on for some time. The game is called "The Roots of Magic". It is a fantasy skirmish game in which the player takes control of a party of characters, known as a Company, from one of the six Great Houses of Magic.
The game is designed to play with 5-8 models, some of which I am currently having sculpted and cast. It also has a quick-play version that simulates a formal duel of magic between two rival wizards - so that people can play something that lasts a half hour at most in between doing other things, or when a longer game isn't appropriate/wanted.
The background is set in a medium fantasy world that I have been writing about for some years now, so there is a rich vein of characters, races, locations, and cultures that I can use for the game. To start with though, all six factions are human, well mostly so anyway There is good room for expansion in the form of peoples from distant empires; such as the chivalrous Ralthasi, the apocalypse embracing Khethelians, or even the mysterious Dominion of the SteelSworn.
I have been busy commissioning art, working on the rules and story myself, and generally getting things ready for a crowdfunding attempt. I have a few renders done and am currently arranging for a company to cast up small batches of them so that I can get an idea of the process. I would like to have as much ready as possible before I attempt this so that I don't need to set a high funding target and thus give the game a much better chance of acquiring the funds to go into production on the Company models. As I get closer to the date, I will no doubt add some details or links here, in case people are interested. I look forward to sharing my progress with you.
It has been a very interesting journey so far, with lots of creative minds feeding into the process. After having even got this far, I now have a much greater admiration for games companies than I used to!
Anyway, I will sign off with an art preview that only a few people have seen before now. The character is from the faction Myrke: the House of Fear. His name is Hephescus Zantt, the Seeker of Sins.
Art by Daniel Kamarudin - http://www.redbubble.com/people/thedurrrrian/shop Feel free to ask questions or leave comments!
This message was edited 1 time. Last update was at 2015/08/12 12:00:25
2015/08/13 06:36:11
Subject: Re:[The Roots of Magic] - upcoming fantasy skirmish game
I just updated the FB page with some more details about the game, but I will post them here for convenience:
The Roots of Magic… Focus on Magic!
Obviously, magic is one of the key reasons that this game exists, and perhaps one of the major reasons you are even reading this. Many games have a magical or fantastical element, but few are centred on it.
I wanted to create a game where there were still swords, missiles and such, but if you boil it down then it’s about Wizards and the magic they use. This is why Companies are led by a Wizard, why within the game spells are usually more effective than mundane attacks, and why the majority of things I will reveal about the game will concern Wizards and magic.
Magic in the story (a brief summary only!)
In the land of Mellorian, a huge island-continent to the South and West of the Crucible of the World, magic is an intrinsic part of everyday life.
Long ago, in a titanic battle, the first mage Kahlim assailed the Gods, hoping to force them to accept his entry to their sacred ranks. He was the most powerful mortal that ever lived, and he slew many deities with his magic in that battle, but he was ultimately bested.
As Kahlim lay dying, he cursed the Gods that his heirs would grow strong at the cost of the fabulous power they hoarded so jealously. The Gods retreated to the Blessed Realm to recuperate, where to this day they still slumber as they heal - such were the wounds Kahlim inflicted.
In the spot where Kahlim fought the Heavenly host; a blasted crater in the midst of a vast wasteland, a tree grew. Not a tree of oak, or of bark and blossoms, but a titanic column of energy that pierces the clouds. Its uppermost branches dwell within the Blessed Realm, drawing on its great power, and transferring this down back into the soil of Mellorian.
The power of Kahlim, the magic of the Gods themselves, is too powerful for any mortal to wield. Yet the ‘World Tree’, as it is known, fragments that raw power and channels into different, more manageable energy. The tree is buried deep within Mellorian, and its magical roots extend throughout the continent, and some even far beyond its borders. They exist as invisible strands of energy to all but the most gifted Wizards, who can barely perceive them all around.
Each Root offers a different kind of magic, and the Wizards of Mellorian are aware of the merest fraction of them. The Great Houses of Magic; Acedia, Durant, Feylyn, Myrke, Qing, and Travium are each affiliated with but a single root, though they are common enough to be of use. There are groups of Wizards associated with lesser roots, and some roots yet to be found. But this story is not about them… for now…
Although the Great Houses are not directly affiliated with any of the City States - with the exception of the mysterious House Qing and the Eastern city of Kul’Shen, they hold tremendous sway over the politics and daily life of Mellorian. Chapter Houses rest in each city and it is rare indeed a Prince will be permitted to make a decision of note without having first consulted the Wizard Council of his City.
Wizards are regarded with awe, fear, or perhaps both by the general populace. They have the power in some cases to bless crops; to ensure the people’s health, wealth, and security. Yet some display a power of a darker note, and it is because of these that the people retain some wariness. Few villages will welcome a travelling Wizard of House Myrke or their retinue for example, for it is seen as a dark omen to cross their path. Death always follows swiftly.
The Great Houses all have their own agendas but are unified in one desire: the aggregation of arcane knowledge. Mellorian is dotted with ruins and tombs of the Elder Race that once called it home: the Cirdaeceans. Their knowledge of the World Tree and the Roots of Magic far exceeded the paltry understanding that the Houses of Mellorian possess today.
The discovery of a new tomb or ruin, in some isolated place within the vast continent, will spur a frenzied race between the Great Houses of Magic to gain ownership and to be first to lay claim to anything within. The translated writings of the Cirdaeceans hint at an as yet undiscovered Codex that contained the full magical knowledge of their ancient race. The Houses would give anything for even a glimpse of this work. Therefore they will spare no expense, no resource to defeat their rivals wherever there is a chance they may find it.
Magic in the Rules (a brief summary only!)
One of the things I was keen to get into the game was the idea that magic was not merely a thing of being attuned, of being a wizard or not. Magic is part of the land, of everyday life, and is not just limited to the members of the Great Houses, though they do wield it with great power.
Wizards do have magical attacks and abilities, that is a given, but I wanted to have rules and mechanics that would add to this. I came up with something I think does this via a number of rules. The following is an excerpt of a conversation I recently had on a forum which describes this in better detail.
Each model generates a set number of action points which it may use freely within its activation, and different actions require different amounts of these points. So far so average, right? Well in the Roots of Magic, I wanted to show that the power of Magic allows people to perform acts beyond what a body is normally capable of. In order to do this I have created three rules which I will summarise briefly below:
1. Nexus Points. 40mm counters (2) that a player places within their own half of the play area. Within 6" of these a Wizard may tap into them at the start of a game round, and add an extra action to his action pool. A non-wizard may tap into the power via btb contact.
2. Source Stones - Every member of a company is provided a source stone by the Great House they represent. These stones are attuned to the particular energy associated with the House and so each model generates one additional action per turn.
3. Absorption Phase - A Wizard may take the additionally generated actions from the above rules (which are known as 'power points' in game terms) from any friendly model within 10", thus unlocking the power to unleash a much more powerful magical assault that is usually beyond their ability to access, or to utilise far more abilities in one activation.
This combination of rules mean that the power of magic is represented by adding a variable effect on the number and quality of actions a model may take. It also means that on a turn by turn basis, a player can choose to have their company perform at an enhanced level, or to have their Wizard perform at an enhanced level, or a little of both. This adds flexibility in the strategy a player can employ turn by turn. Should I use actions to ensure my whole company can achieve objectives, or do I focus more on the key model of the Company, utilising more powerful abilities to disrupt an opponent?
I hope this update has given you a better idea of the central place of magic to the game, and the story. I’m happy to answer any questions or comments people may have about it. More of these updates will appear among the art, render, and sculpt reveals that I will make over the next weeks and months. A demo game will be recorded and put on YouTube as soon as I get some models back from the caster!
Magically Yours,
The Roots of Magic
2015/08/17 14:53:36
Subject: Re:[The Roots of Magic] - upcoming fantasy skirmish game
I have recently added an introduction to the Roots of Magic on my YT channel.
It's just me talking about the background and some of the rules, but there are a couple of surprises near the end. If you want something to listen to as you paint or build stuff, this will do nicely.
2015/08/20 11:16:15
Subject: Re:[The Roots of Magic] - upcoming fantasy skirmish game
Time for another art reveal! This time, we take a look at the Wizard from Feylyn, House of Balance: Mother Yulia - the Bride of the Moon. Plus, we can't forget her cuddly mauler, Vushka the Grizzly Bear!
Mother Yulia has served House Feylyn for over fifty-five years. She was brought to the House as a wilful teenager by her parents, eager to be rid of a child that was able to summon a pack of wolves to their door. The Masters of Feylyn recognised in her a kinship with the wild that few of them could match, but also a streak of rebellion that they suspected would never truly be tamed. Mother Yulia has confirmed both suspicions throughout the years to the delight, and the displeasure, of her peers.
Mother Yulia has occupied many positions of importance within House Feylyn, even having once turned down the chance to become Primus of the House. Her current post, Bride of the Moon, is an honorific title that signifies her as the holder of great knowledge and wisdom. Yulia is responsible for honouring the sacred rites of Feylyn throughout the year and of overseeing the intake of youthful recruits that may, in time, become the great Wizards of Feylyn’s next generation.
Despite her standing and importance, she chooses to dwell in a mouldy shack deep in the Glimmerwood for as much of the year as possible. Age has given her great wisdom, but it has done little to temper her patience. Yulia is as caustic as she ever was, quick to upbraid those who reach too far, or not far enough. In truth she finds the company of humans tiring and much prefers to be around animals. This is why she chooses to live with a large, ornery, Grizzly Bear she has named Vushka (little ears).
Despite her age, Mother Yulia should not be underestimated. She is possessed of a surprising abundance of energy, and her mind is razor sharp; a combination that is wholly dangerous. Yulia holds the rather dubious honour of the most duels won in the Arena of Magic of any Wizard since records began.
She can draw upon the root of Feylyn, known as Wyvvic, in order to heal or to assail. Her mastery of magic is without question; part instinctual ease but with a clear understanding of tactics and positioning. She will raise a forest of tangling vines about a foe, fixing them in position so that she can deliver a telling blow at her leisure. Mother Yulia has the power to transform herself into a feral beast – the secret to her wellspring of energy, and many foes have gazed upon her in horror and surprise as her talons reach for their throats. For those she cannot beat quickly, Yulia holds Vushka as an ace in the hole; an ally not wholly within the rules of the duel, but not expressly forbidden either. Rare is the Wizard that can defend themselves from the depredations of Mother Yulia, and the onslaught of a half-ton enraged bear…
Some Masters question why she has been involved in so many blood duels, as it is a distraction from the work of Feylyn, and draws undue attention. Others hold their tongue; for they feel a deep pride in her deeds and the fact she is affiliated with their House. Both sides have resolved themselves to the knowledge that as long as she lives, her sharp tongue will mean more duels. Mother Yulia is a living legend, and as long as she keeps winning duels, the flame of that legend will burn all the brighter.
As always, feel free to ask me any questions or to make comments. The preparations for he game are coming along nicely and I will soon have some pictures of the models!
2015/08/24 10:55:29
Subject: Re:[The Roots of Magic] - upcoming fantasy skirmish game
There is a new art reveal and for the first time I am showing a render of one of the Wizards. Please come and check it out - I think you will agree that its an excellent piece.
2015/08/28 11:42:15
Subject: Re:[The Roots of Magic] - upcoming fantasy skirmish game
Some more updates on the FB page, including some background and rules mechanics for Acedia, House of Suggestion. I also posted the sample character card for the model "Friar Sarpeth". I will pot something here others have not seen yet - the ability and attack section of his card.
In time, the actions will get a name to differentiate them more easily, but for now this will give an idea of the look and breakdown.